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Winner of the GameFAQs FAQ of the Month for May 2017
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'-' '-' '-' '-' '-' '---'`---'
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LITTLE NIGHTMARES
-----------------
FAQ/Walkthrough
Copyright (c)2017 DomZ Ninja
==============================================================================
Author: DomZ Ninja
E-mail: domzninja[at]hotmail[dot]com
Updated: 07/06/17
Version: 1.0
NOTE: This guide does contain spoilers!
______________________________________________________________________________
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TABLE OF CONTENTS
==============================================================================
See that series of numbers to the right of each section? If you want to find
a specific section in the FAQ, press CTRL + F to open a search box. Type in
the series of numbers for the desired section that you're trying to find and
press Enter. Whabam! The search function will take you there in an instant.
[1] VERSION HISTORY.................................................. [0100]
[2] CONTROLS......................................................... [0200]
[3] WALKTHROUGH...................................................... [0300]
The Prison...................................................... [0301]
The Lair........................................................ [0302]
The Kitchen..................................................... [0303]
The Guest Area.................................................. [0304]
The Lady's Quarters............................................. [0305]
[4] COLLECTIBLES..................................................... [0400]
Nomes........................................................... [0401]
Statues......................................................... [0402]
[5] TROPHIES......................................................... [0500]
[6] THANKS/CREDITS................................................... [0600]
______________________________________________________________________________
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[1] VERSION HISTORY [0100]
==============================================================================
FAQ/Walkthrough #76
-------------------
Version 1.0 (05/17/17) - FAQ/Walkthrough complete and submitted.
______________________________________________________________________________
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[2] CONTROLS [0200]
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.-----------------------------.----------------------------------------------.
| D-Pad | N/A |
|-----------------------------|----------------------------------------------|
| Left Analog Stick | Move |
|-----------------------------|----------------------------------------------|
| Right Analog Stick | Look Around, Lighter (Click) |
|-----------------------------|----------------------------------------------|
| Touch Pad | N/A |
|-----------------------------|----------------------------------------------|
| Options | Pause |
|-----------------------------|----------------------------------------------|
| Triangle Button | N/A |
|-----------------------------|----------------------------------------------|
| Square Button | Sprint |
|-----------------------------|----------------------------------------------|
| Circle Button | Lighter |
|-----------------------------|----------------------------------------------|
| X Button | Jump/Throw |
|-----------------------------|----------------------------------------------|
| L1 Button | N/A |
|-----------------------------|----------------------------------------------|
| R1 Button | N/A |
|-----------------------------|----------------------------------------------|
| L2 Trigger | Crouch/Slide |
|-----------------------------|----------------------------------------------|
| R2 Trigger | Grab |
'-----------------------------'----------------------------------------------'
______________________________________________________________________________
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[3] WALKTHROUGH [0300]
==============================================================================
.============================================================================.
| THE PRISON [0301] |
'============================================================================'
Nomes: 3
Statues: 2
.----------------------------------------------------------------------------.
'----------------------------------------------------------------------------'
A young girl, only distinguishable by her yellow rain jacket and lighter,
wakes up in a damp and dark room. Open your lighter with either Circle or
R3 to offer some illumination and plod down the passage on the right. With
your lighter lit, approach the [LANTERN] to light it and save your progress.
TIP: Lanterns (and candles) save your progress when lit, but are not
necessarily save points. If you die you often restart at the beginning
of your most recently-visited "room/area", but definitely light any
lantern you come across so you can eventually unlock a Trophy.
Walk towards the hatch door and hold down R2 to grab the handle, then step
backwards to pry it open. Crouch with L2 and wiggle into the duct. Keep your
lighter on as you navigate through the vents. Once you drop out of there, run
up the flight of stairs. Search the alcove in the background to find a geisha
[STATUE]. Pick it up and subsequently throw the statue to shatter it.
TIP: It seems rude, but destroying all statues rewards you with a Trophy.
And remember that you have to break them; sometimes it'll take more
than one attempt to break it.
Continue to the right and crawl under the wooden boards to enter a cabin. You
can exit on the far end through the hole above the bed.
TIP: Jump on this bed several times for the "Highly Sprung" Trophy.
Climb onto the box to get up onto the bed, then jump and grab the ledge with
R2, holding the button down to keep your grip. Drop down into the next room
for a not-so-pleasant sight - just one of the many grim encounters during
your hellish journey.
You can move the chair by walking up to it. Push it up against the door and
hoist yourself up to the door handle. Flip on the lighter and slowly search
the room. Walk over to the messy fridge and grab a hold of the handle to yank
it open. You may have spotted a little creature scurry off at this moment, so
give chase.
To the right of the fridge is a small hole in the wall. Crawl through to
enter a tiny closet, where you'll find the small denizen next to a [LANTERN].
Light the lantern, then press R2 next to the [NOME] to give it a big hug. How
pleasant!
TIP: Nomes are the second of the game's collectibles, and you'll come to
recognize their triangular heads and distinct, gurgling vocalizations.
Nomes are skittish and typically run away at first opportunity, but do
not worry if you see one flee from you. This usually means you have to
go searching for and/or corner it first. And just like with breaking
the geisha statues, you must physically pick up and hug the Nome in
order to "collect it".
After spreading some positive cheer, return to the open refrigerator and
climb up the shelves. Filthy leeches drop from the ceiling onto the wooden
catwalks where you stand. Don't let them touch you or else it's instant
death. Remember to hold down Square to sprint. At the end of the path, climb
up to the handle on the wall and activate the metal doors.
Jump across the gap (hold R2 to grab onto ledges if the gaps are too wide)
and go through the door only for it to slam shut behind you. This appears to
be a dead end, but you can rip off the wooden boards to provide an escape
route.
Chase after the Nome in the next room until the floorboards give way, sending
you into a pitch-black chamber. Quickly open your lighter and sprint to the
right: a horde of leeches begin squirming towards you from every angle! Keep
running to the right and try to jump over any directly in your path, then
push over the wooden door to free yourself.
Make a running jump across the broken bridge and light the [LANTERN] before
climbing to the second level. Approaching the bucket nearby causes the Nome
to scamper off again. Carefully walk across the plank (crouching helps here)
and up the stairs.
Things get really dark the higher you go, so keep that lighter handy... there
is no consequence to leaving the lighter on at all times. Follow the walkway
up another flight of stairs and back to the left to reach a crank wheel. Grab
it with R2 and rotate the wheel to open a door and shed some light on you.
As soon as you let go the door will begin to close, so sprint forward and
make the jump, then slide under the closing door (to slide, press L2 while
running).
Continue through the next room until you catch a glimpse of the horrifying
subhuman known simply as The Janitor. Once he leaves, climb up the sheet rope
to the hatch and drop down. Light the [LANTERN] under the sink and slip
through the open door.
An electric fence halts your progress out of the bathroom. Close the door you
just went through to reveal a switch on the wall. It's a bit too high up, so
grab the container of toilet paper and drag it underneath the switch. Jump up
and pull it to turn off the power to the entire vicinity - the fence is
powered off, but so are the lights.
With the power off, quickly squeeze between the bars of the fence into the
next room. This area is pretty big, but is of no importance, so sprint to the
right to bypass the second electric fence. If the power gets switched back on
before you get past the second fence, you can use the seesaw and the dresser
to return to the bathroom.
Down the passage is a large room with an active searchlight in the center.
The robotic eye will rotate from side to side somewhat slowly. Wait for the
light to shift before making any moves, and also use the large objects as
cover. Stay out of the light at all times or else you'll suffer the same fate
as the other children that tried to escape and failed.
Safely cross to the right side of the room and climb up on the low cabinets.
Activate the [LANTERN] and use the cage fronts to scale the tower of
cabinets. Instead of climbing onto the upper level, cross the cabinets and
drop down to the rightmost one to scare a Nome into the next room. Crawl
through the open cage into a small storage room. Light the [LANTERN], then
hug the [NOME].
Return to the previous room and climb to the upper level. Now that you're
above the searchlight you can move without hesitation. Enter the open bedroom
to the left to spot a [STATUE]. Exit and go through the open door on the far
right side of the searchlight room.
TIP: Oddly enough, jumping on the bed in the bedroom would not trigger the
"Highly Sprung" Trophy for me. Feel free to give it a shot yourself,
but know that you may also not have any luck.
You won't get far before a gust of wind closes the door behind you. Quickly
hide underneath the nearby bed and wait... The Janitor enters the nursery,
gives a quick look-round, then exits behind you. Run out of the nursery and
climb the cages to find a ventilation shaft you can crawl through; jump along
the shelves to reach it.
TIP: If you are doing a speedrun, don't waste time waiting for The Janitor
to enter the room. As soon as you enter the nursery, sprint through and
you should be outta there by the time he enters.
Hunger strikes as you reach the outskirts of the mess hall. Stumble forward
until a mysterious individual tosses you some scraps. Pick it up to fill
your stomach and regain your movements. Climb up the stack of crates and
squeeze through the bent bars along the fence. Run past the showers into a
wide area with another electric fence blocking your way.
You'll have to shut off the power once more. Scale the cabinets and cages
along the back wall (press X to jump behind you when climbing objects). At
the top is a [LANTERN] and a swinging crate. As the crate ever so slowly
swings back and forth, wait for the right moment before leaping onto it.
Begin climbing up the supporting chain until you see a ledge you can get
onto. On the ledge, scale the cages to reach a lever and a switch.
Yank the wall switch to raise the chain and hoist the metal crate up to your
location. The lever tilts the room to cause the crate to move in either
direction. Pull the lever right so the crate slams into the platform you
stand on. The next sequence involves pushing the lever to the left to shift
direction and quickly jumping on the crate as it swings to the left wall.
Jump up to the ledge and enter the office on the left. Some of the filing
cabinets can be pulled open to create makeshift steps, allowing you to reach
the lever on the wall. There's no timer this time, so there is no need to
rush.
Pass through the deactivated fence on your left and light the [LANTERN] on
the opposite end. Behind the lantern is a caged [NOME] that is looking to be
freed. Rip open the cage and follow the Nome back into the office, where it
lies sandwiched between the wall and filing cabinets. Give it a big squeeze
and return back left.
Push the weighted box off the ledge into the center pit to crate a pulley
system that brings you back to the first fence. It's not the most... upbeat
means of transportation, but it gets the job done! Proceed right, through
the now Leech-infested showers, to the fence. Past the fence is a second
searchlight area.
This room is a bit more spacious than the last one and also features a
janitor's utility bucket that wheels back and forth. The searchlight tracks
movement of large objects such as this, so it'll stay honed in on the trash
can when it's in motion. Wait for the opportunity to hide behind the can and
follow its movements to the open doorway on the other side.
Step onto the metal bridge in the next area. The bridge then begins to
retract, so sprint and jump to the second half as it begins to slide into the
wall on the right. Jump on top of the box for leverage and then grab onto the
walkway before you loose your footing entirely. Close call! Walk through the
dark room as the exit ominously opens in front of you.
.============================================================================.
| THE LAIR [0302] |
'============================================================================'
Nomes: 3
Statues: 2
.----------------------------------------------------------------------------.
'----------------------------------------------------------------------------'
A series of incredibly tall staircases greets your entry into The Lair. Go
inside the open hatch atop the first flight. Upon entering the office, a Nome
escapes somewhere to the right. Time to pursue...
First, swing open the closet door all the way, then grab hold of the chair
next to the desk (which a [LANTERN] also lies on top of). One of the floor
tiles is actually a hidden switch that opens a secret compartment inside the
closet. The switch in question is the tile covered in black stain, so drag
the chair on top of it to keep it compressed. Enter the hidden room.
Jump on top of the control panel and hit the switch to open the all-seeing
eye - doing so gives you a glimpse into various rooms on The Maw. Oh yeah,
this game takes place on a boat if you haven't figured that out yet. And it
is given the pleasant name of The Maw. So there's no real importance of this
other than giving more insight to the game's setting. What you really should
do is search behind the control panel to scare the Nome back out of here.
Back in the stairwell, chase the Nome up the second flight of stairs and
corner it at the top. The poor thing is quivering behind some boxes, so give
it a nice big hug! Ascend the stairs to the third floor and climb through the
open window.
A pair of Nomes hit the road upon arriving in the cramped living quarters.
The right wall looks oddly out of place, and upon further inspection you can
push it open to reveal a doorway. Do so, but don't go through just yet. Pull
the suitcase undernear the wall switch and use it to lower the fold up
mattress. Use it to reach the dressers and climb to the top. Leap to the
other dresser and then onto the shelf with the toilet paper. Pick up and
chuck the [STATUE] down to the ground. Now set your sights on the table.
Pick the key off of the table and toss it on the ground. Hop down and bring
the key through the opening so you can unlock the padlocked door. In the next
room, take the toy monkey and throw it at the elevator button on the wall.
Your character has a pitiful throwing motion, but if you stand in the right
spot it automatically travels in the right arc to reach the button. Wait for
the elevator and bring the monkey with you inside, repeating the same process
to ride it down.
Your belly starts growling as you exit the elevator. Walk and crawl through
the tunnel until you reach a slab of meat lying inside an open cage. Doesn't
seem like the smartest idea, but you cannot go on in your current state. Step
inside the cage and chow down as the door closes you in...
You awake in a dark room where you are lined up with other caged children,
some of which get dragged away by nothing more than a set of long arms. It is
not recommended that you follow the same path as those unlucky rascals, so
try to free yourself from this situation. Move back and forth to rock the
cage onto its side and create an opening.
Next, drag the cage with one of the imprisoned children underneath the
hanging lever and use the poor scamp as a stepping stone to open the door to
safety. Now the door will close when you let go of the lever, so hold on and
rock to the left and right to begin swinging. Let go once you have enough
momentum to escape the room. It's a dog-eat-dog world down here!
You wind up in what appears to be a dead end, but you can climb up the side
of the door that just closed behind you. Emerge through the hole in the
ceiling and light the [CANDLE] next to the bathtub. Exit the room.
The Janitor resides in his workshop, where he performs vague, yet clearly
grotesque and unspeakable acts of horror.
TIP: A few things to note about The Janitor: first, his abnormally long arms
means he can reach in crevices and under objects unlike other
assailants. Secondly, he is blind and therefore unaware of your
presence unless you make noise.
The Janitor stays at his workbench unless a disturbance is made. Stay on top
of the paper to keep the sounds of your footsteps low. Your best bet,
however, is to hoof it past him and towards the hole in the wall next to the
locked door. Slide through the hole into the dark room and stay put, since
he should lose interest and not follow you.
TIP: Remember to use the Right Analog to pan the camera so you can see
things out of frame - handy for cat and mouse scenarios like this one.
Once the coast is clear, pick up the wooden handle in the middle of the room
and insert it in the triangle hole on the support beam. Use this handle to
crank open the hatch door on the floor; doing so causes The Janitor to rush
into the room, but by then you should already be making your way down the
hatch.
Make your way through the vents, stopping at the [LANTERN] midway. There is a
hidden ladder to the right of the lantern (behind the suitcase) that you can
climb to encounter another [NOME]. Follow it through the vent to its abode.
After the hug, drop down the hole and get out of the vent.
You are eventually dumped into a gigantic pit filled with thousands of
disposed shoes. Jump into the shoe pit and trudge towards the suitcase
"island". Some unseen presence begins chasing after you about halfway across,
like a shark's fin cutting through water. Hurry up onto the suitcase to save
yourself. Continue across the shoe pit while using the suitcases to avoid
whatever the hell is lurking down at the bottom. Exit to the right.
You wind up in the room where you were initially captured. Enter the tunnel
for The Janitor to jump down and chase after you. Run through the tunnel and
slide under any annoying pipes to get to the elevator. Hide inside the
overturned box to hitch a free ride to the top of The Lair. Wait for The
Janitor to leave, then wait a few seconds and follow after.
You may notice a wobbly floorboard here in the small room. Push the large
box off of the board and stand on it to flip underneath and wind up below
the floorboards. There's a Nome down here that'll keep its distance as you
infiltrate the attic. Up here is where The Janitor stores all the toys left
behind from his countless victims.
Head to the far right where the area opens up in the back and walk into the
back alcove with your lighter on: there is a [STATUE] back here. Smash it,
then think about heading to the surface (wait for The Janitor to be on the
right side of the room).
Use the ladder to get above the floor and get The Janitor's attention by
knocking over the toy monkey. When he runs to search the area, crawl through
the hole and run to the set of drawers along the right wall. Climb them and
push the box out of the way at the very top to reveal an escape route.
Go through the vent to wind up in a room with several clocks; just out of
reach The Janitor climbs through a hole in the ceiling. Walk through and push
open the door to topple the whole thing over along with a grandfather clock.
This gets his attention, so immediately hide between the wall and the base of
the clock while he feels around with his creepy arms.
Eventually all the clocks in the room go off and send The Janitor into a
stunned state. While he is incapacitated, run past him and pick up a shoe.
Stay on the carpeting and slowly approach the sealed door. Wait for the
clocks to chime once more before throwing the shoe at the button to open the
door. This is pretty easy so long as you use the outside noises to mask your
movements. Run through the door and down the hallway to another room.
The Janitor's study is filled with stacks of old books. Fortunately he isn't
here, so you can breathe easy for the time being. Go over to the desk on the
opposite end and crawl underneath to find a [NOME]. It flees in the direction
of the entrance, so head back to the doorway and look behind the first tall
stack of books to spot it. Hug it.
Climb up the bookshelf behind the desk and ignite the [CANDLE] up here. Jump
onto the hanging piano, then use it to reach the bookshelf opposite.
TIP: Run along the piano keys lengthwise until you trigger the "Six's Song"
Trophy.
You'll find The Janitor at the top of the study (who fortunately does not
notice you). Make note of the triangular groove on the support beam here,
meaning that a handle is somewhere nearby.
Creep behind The Janitor into the hall and climb up the book stack. Light the
[CANDLE] up here and carefully go across the walkways so not to knock any of
the clutter down onto the ground: that'll only attract your pursuer to your
position.
TIP: There's a [CANDLE] down on the floor in the middle of the hall but I
wouldn't recommend going out of your way to light it. You'll find out
much later that lighting all lanterns/candles is not necessary.
Maneuver across the upper levels of the hall until you reach a nook leading
into a small room containing a TV. Drop down and you'll discover a wooden
handle next to the television. First, turn on the TV and pick up the handle
while hiding behind the suitcase. Wait for The Janitor to come inside and be
distracted with the TV. Stay put until he is positioned directly in front of
the tele - this is your cue to book it.
He should be too enthralled by the TV not to follow you, so you can safely
scurry back to the previous room and insert the handle in place. Crank the
piano up another level (which will in turn set off The Janitor), then leap
onto the piano. Make a second jump to the other side, light the [CANDLE], and
climb through the hole.
A laundry cart cushions your fall. Use this cart further to your advantage by
pushing it along the track on top of the broken pipe. With the cart blocking
the hot steam, you can climb across to the other side. Now pull the cart to
the end of the track and use it to reach the door handle.
Enter the ventilation duct ahead and light the nearby [LANTERN]. Be wary of
the slits in the vents, because after passing the first one a familiar pair
of arms smash through and try to grab you. Crouch and pass by when the hands
are away from you.
Another chase scene begins after you exit the vents; sprint down the hallway
towards a closing door, which slams on top of a cage. With the cage keeping
the door open just a teeny bit, you can slide through. The opening is large
enough for The Janitor to stick his lanky arms through as he blindly feels
around for you.
Inside the laundry chute is a stack of cages and a laundry cart. Alternate
between climbing these as the hands try to find you. The hands usually search
one at a time, so if one gets too close jump to the other elevated area. Pay
attention to the movement patterns before taking action.
When the time is right, jump down to the cage stuck under the door and grab
it to rip off one of the supportive bars. This part can be tricky because
oftentimes one of the hands starts to move towards where you are, so you
either have to stick with it or let go and retreat (this was probably the
hardest part of the game for me, speedrun-wise). Ripping off two metal bars
causes the door to collapse and sever The Janitor's arms. Hooray! With that,
go through the newly opened hatch to the level exit.
.============================================================================.
| THE KITCHEN [0303] |
'============================================================================'
Nomes: 3
Statues: 3
.----------------------------------------------------------------------------.
'----------------------------------------------------------------------------'
Provide some light after you wake up in the ventilation duct, then ascend the
ladder to a conveyor belt with hanging meat hooks. Grab a hold of one as it
whisks you off to a new region (during which you catch a sight of one of the
ship's dastardly chefs).
Six, your character, lands in a pile of (assumedly) body bags. After taking a
few steps forward you are struck with another bout of starvation. Stumble
through a couple rooms until you come across a rat stuck in a trap... free
meal!
Yeah, pretty disgusting. Anyways, you are raring to go now. Climb over the
laundry bins (again, don't think there's laundry inside 'em) until you reach
a blocked path. The bins are too high to reach, so instead get on top of the
smaller ones and push the metal lid over to create a ramp. Jump down on the
other side to come to a pair of double doors leading into the kitchen area.
Don't go through the doors just yet; there is a hole in the ground up against
the laundry bins (concealed by one of the lids) that leads you down to a
shrine of sorts. Pick up and smash the [STATUE] before taking the ladder back
up to the previous room.
Proceed through the double doors and push the cart up against the wall so you
can squirm inside the pantry.
The sinister sound of knives sharpening should give you the indication that
you are not alone. Pass through the pantry and crouch through the hole in the
wall. Creep past the chef as he prepares some meat and enter the main
kitchen. You'll probably see a pair of Nomes running about as you enter.
The kitchen is fairly large and contains several hiding spots and some
objects that can alert the chef (cans, ladles, oven doors). It's a large
space for one chef to cover, as he spends time in the prep room and here in
the kitchen. Also keep in mind that the chef's stubby arms are nowhere near
as long as The Janitor's... doesn't mean that he is completely incapable of
catching you though.
TIP: At this time, you can gather some ingredients and toss them into the
boiling pot in the middle of the kitchen for the "Kitchen Hand"
Trophy.
Pass through the kitchen towards a locked door on the right, then climb up
the white cabinet nearby. Light the [LANTERN] and jump onto the rafters
overhead. The chef obviously cannot reach you up here, but be careful when
walking the tightropes or else it's a big fall down. Use the cages on the
left side to reach a hole leading into a bathroom.
A Nome runs away as soon as you enter. Jump on the toilets and then up to the
[CANDLE] on the shelf, then follow the Nome into the next room. Chase the
lil' sucker down the hall into the bedroom where the second chef is sleeping.
Why of course, one wasn't enough - these are the Twin Chefs! Make some
commotion to wake him up, then subsequently crouch underneath the bed as the
second chef flips the lights and leaves (along with the Nome).
With the threat gone, jump on top of the radiator to spot a key hanging on a
pole. Jump up and grab the key, then swing back and forth to free it. With
the key in hand, return to the bathroom and hug the [NOME] in the corner,
then use the elevator to return to the pantry.
Make a quick pit stop in the pantry - you probably saw a Nome head that way.
You may notice a jar lying on the ground that wasn't there before... break it
open to reveal a defenseless [NOME] just waiting for a hug! Pick up the key
and begin your trek to the locked door. It's just as easy as the last time
since it is just the one chef down here with you. Unlock the door and pass
through the following room to an area with a meat grinder.
First off, look under the table (shine your lighter here) to find a huddled
up [NOME] that is in dire need of some love.
Get up onto the table with the grinder and pull the handle to open a hatch,
causing a slab of meat to fall in the grinder. Churn it up to create a
sausage link. From the table, run and jump into the small cubby in the wall
to take a ride to the fridge above.
To begin, jump up to the open duct on the right wall to enter a small
chamber with two cooling fans. Near the fans are a [LANTERN] and a [STATUE].
Climb back through and jump onto the shelf near the lift. Push the chunk of
meat off the shelf and drag it over the hatch on the ground. Return to the
lower floor and repeat the process to drop the meat in and grind out another
sausage link.
Make your way back to the fridge and climb up the cabinet in the left-hand
corner. Hop onto the first hook and swing over to the meat dangling on the
second hook. Your weight will yank the meat off the hook, where you can drag
it over the hatch. Crank out a third sausage link and use this meat rope to
swing your way to freedom.
TIP: If you are on a speedrun, immediately ride up to the fridge and push
the two meat slabs next to the third one on the hatch - do it all in
one shot instead of making repeat trips.
Follow the chute to another meat locker and continue right to an elevator and
a locked door. Pull the switch to activate the elevator, but immediately run
back to the last room and hide in the box. The elevator, occupied by the
second chef, stops as the grisly freak patrols the region. Wait until his
back is turned before making a run for the elevator. Ha ha!
Now of course the chef will pursue you, so once the elevator stops get out
and hide in the vent. When the chef arrives on your floor, wait for him to
open the door on the left and slip inside.
TIP: Remember to use the Right Analog to stretch the camera to get a better
glimpse of your surroundings.
You emerge in another kitchen somewhat similar to the one on the first
floor. As the chef chops up some food, sneak behind him to the opposite end.
In here is a garbage disposal that, when turned on, will surely get the
chef's attention. Press the button and go through the hole to the right of
the garbage disposal. Due to the loud noises, you can freely make a beeline
for the key on the food prep table. Grab it and return to the elevator, then
open the door.
You're not out of the woods yet, so hide in the metal bin and wait for the
chef to pass through. He unfortunately shuts the door behind you, leaving you
with seemingly no exit. Climb onto the bin and jump onto the black chute
door to pull it open. If you are doing a speedrun, you can open the chute and
go through before the chef can enter the room.
Drop down and leap inside the chute to be unceremoniously dropped in a trash
heap. Look for a [STATUE] in the bottom-left corner, then climb up the rails
on the bottom right corner to reach a drainage pipe.
You wind up in the piping underneath the part of the kitchen where the Twin
Chefs do their cleanup. Even evil maniacs have to do chores! This area is
filled with mops, sinks with overflowing soap suds, and piles upon piles of
dirty dishes. This is a two man job, so both of the twins are here patrolling
the area.
Your destination is the right side of the area, but the openings in the drain
are only on the middle and left sides... meaning you'll have to reveal
yourself in order to get there.
Pop out of the drain near the center sink and quickly run into hiding on the
right. Once the Twin Chefs have their backs turned, continue running into the
side room on the right. Pull the lever on the wall so that the conveyor belt
on the ceiling switches direction (it now moves from left to right).
Immediately hide under the counter, then sneak back into the main area.
Your goal is to get up onto one of the hooks dangling from the conveyor. The
two main ways of getting up there are by climbing the stack of dishes in the
central sink or by going to the cupboard on the left side and climbing the
rows of pots.
TIP: There's no real preference, but if you are going for a speedrun then
the first option is faster (however more dangerous).
You'll most certainly be noticed by the Twin Chefs, but there's not much
they can do as you ride past the lever into the next room. One of the chefs
is waiting for you here, so make sure to let go before he snatches you off
the hook. The second one begins chasing you down the hall, so slide under the
table and run towards the edge; jump on the crates and back onto one of the
hooks as you make your grand escape.
.----------------------------------------------------------------------------.
'----------------------------------------------------------------------------'
So this part of the game is where the developers made a pretty annoying flub.
Even though the Trophy "The Kitchen" should have unlocked for you, you still
technically aren't done with the chapter yet. As you drop down on the huge
metal pipe, spin around and crawl through the hole on the left to run into a
[NOME] and a [LANTERN].
TIP: Now this Nome technically counts as a collectible for Chapter 4 (The
Guest Area), but we are currently in an awkward intermission between
the two chapters. You cannot replay this portion of the game by
selecting "The Guest Area" in the chapter select menu, so if you happen
to miss this Nome you have to replay "The Kitchen" in its entirety.
It's stupid that finding a collectible in Chapter 3 counts for one in
Chapter 4, but whatever. Just don't miss this one.
Run along the huge metal pipe and climb the ladder at the end towards the
beam of light.
What a sight! Here you get a great exterior view of The Maw as unpleasant
guests board the ship in the distance. Jump onto the chain and climb up the
side of the ship. During your ascent the camera pans out to create a more
spectacular shot... definitely the high point of the game, from a cinematic
perspective.
As you enter an opening, tiptoe along the metal beam as you walk parallel
with the boarding guests. Welcome to The Guest Area.
.============================================================================.
| THE GUEST AREA [0304] |
'============================================================================'
Nomes: 4
Statues: 2
.----------------------------------------------------------------------------.
'----------------------------------------------------------------------------'
TIP: Remember that you already got one of the Nomes in that weird
intermission period, so from this point forward you should only find
3 Nomes in this chapter.
After taking a big fall, rip off the wooden panel covering the pipe
entrance. Follow the pipes to a bridge where more guests are piling inside.
Begin climbing up the side of the gate and you'll notice the geisha woman
from your dream watching from above.
Jump across the chandeliers onto the balcony and proceed through the sliding
doors. Up ahead is a series of dining halls where the guests can engorge on
whatever atrocities The Twin Chefs whipped up. The first few obese guests
don't notice or particularly care for your presence, but one of them will
lunge out of his seat and begin chasing after you. Scamper off as the cretin
chases after you on his belly like a slug.
TIP: This is a great place to try and grind out the "Elusive" Trophy. It is
still unclear what the exact requirements are, but it most definitely
involves getting chased by the game's enemies and the checkpoint begins
immediately before encountering this fat goon.
The large man cannot get above the step, so you are in the clear (for now).
Here, climb onto the table and scale the tower of dishes as the two guests
try to grab you with their Vienna Sausage-like fingers. Grab a hold of the
paper lantern above the woman's head and swing through the open window.
You enter a bar with more disgusting denizens stuffing their faces. Stay
grounded at first and move to the right, following the Nome that reveals
itself. Chase it over to a wall and push the stool out of the way to reveal
a hidden entrance. Hug the [NOME] in his home and also illuminate the
[LANTERN] here.
TIP: The "Light Up Your Life" Trophy popped for me here, so you do not need
to light every single lantern or candle in the game.
Back at the bar, jump onto the low stool and pull yourself onto the bar.
Weave past all the wandering hands as you cross the bar and up onto the box.
Jump towards the wall and grab onto the wooden rails as you make your way up
another level.
Jump off on the swinging platform and then down to the balcony. You'll see a
Nome run past, but you cannot get him. Walk to the right and hop the fence in
the background towards the hungry guests. The trio at the long table all
stumble over to try and catch you, so sprint to the left and up the ramp
onto the paper lantern. Swing across the gap.
Enter the next dining hall and move forward until a guest cuts you off. Put
on the brakes and run back the way you came as he relentlessly pursues you.
Sprint under the shelf so that he gets his head stuck, then climb on top of
his back and jump past him. Brains over braun! He'll spin around and go
after you, so keep on running and slide through the hole.
Squeeze through the metal bars to end up in a hallway with an elevator. It
automatically sounds and one of the chefs makes a repeat appearance! Hurry
down the hall into the bathroom and hide in the overturned crate next to the
door. The chef enters and promptly leaves when he cannot find you.
Pick up the fallen can and use it to shatter the mirror, revealing a secret
compartment. Climb the crate to reach a series of pipes leading you out of
the bathroom. Follow the pipes towards the elevator and drop down on the
stack of boxes in the corner so you can reach the [STATUE]. Break it, then
take the elevator.
Once the elevator stops, get out and look on the left wall. There is a small
gap between the sliding doors that you can squeeze through. On the other side
is a [NOME] standing next to a sleeping guest. Give it a big hug and quietly
exit. There's a [LANTERN] near the dresser that you can light, but otherwise
continue to the right.
Thus begins a very long chase sequence. A group of guests emerge from their
room and crawl after you, and more and more appear to create almost a
singular, nightmarish mass of people. Just follow the path and keep on
running at all times, sliding under tables and climbing over fallen dressers.
At the end you'll have to sprint across a table and jump onto a paper lantern
that carries you to safety.
TIP: During chase sequences, try jumping while running to gain an extra step
on your pursuers. Do not spam this action because it will tire you
down faster, but it is definitely useful for speedruns and generally
for situations like this.
As you slip through the door, Six deals with another hunger issue. Lumber on
into the next room, where a friendly Nome presents you with a sausage. Yummy,
right? Well...
Yeah, I don't like this game anymore.
TIP: If you didn't yet unlock the "Little Lost Things" Trophy at the last
Nome, you'll get it here.
Climb onto the box in the corner and exit the room, then climb the ladder. In
the distance you see the mysterious geisha woman enter an elevator. Once the
coast is clear, pull yourself up and search the dead end on the left for a
[STATUE]. Search the room for a throwable item - a can lies in the corner -
and use it to trigger the elevator. Don't worry, nothing is waiting for you
on the other side. Ride the elevator up to The Lady's Quarters.
.============================================================================.
| THE LADY'S QUARTERS [0305] |
'============================================================================'
Nomes: 0
Statues: 1
.----------------------------------------------------------------------------.
'----------------------------------------------------------------------------'
The quiet, calm feeling surrounding The Lady's Quarters is a contrast to
earlier chapters. Run to the right to encounter a locked door, so instead
take the stairs to the top floor. You can hear the faint singing of the
geisha as you go higher and higher.
As you enter The Lady's bedroom, the eery singing gets louder. The Lady is
not one to be messed with, so having light feet is of the essence here. All
it takes is for her to look at you to spell your doom, so tiptoe during your
search of the bedroom.
Walk past the closet and sneak past The Lady as she combs her hair in the
broken mirror. Approach the bed and climb up onto it in order to reach the
dresser. Push the vase off the dresser to find a key inside... the singing
stops.
The Lady is gone. No investigating, no chasing, just... gone. Carry the key
with you through the room and drop it once you reach the broken mirror where
The Lady once stood. Pull the chair up and climb up to the [STATUE] next to
the mirror. Break it to unlock the "Rascal" Trophy, then bring the key down
to the foyer.
A gust of wind closes the door behind you, trapping you in the storeroom.
Suddenly, The Lady appears behind you! Sprint forward and slide through the
hole. Proceed down the hallway to enter a large chamber filled with
mannequins. Equip your lighter and head for the back right corner to find a
boarded-up doorway. Remove the wooden planks and go through to find a small
mirror lying on a counter. Take it with you to the previous room.
The Lady is here.
The lights go out, except for a single spotlight that hovers around the room.
When it stops, enter the ring of light and wait for The Lady to slowly
approach. While holding the mirror, face The Lady to blind her with light.
She'll shriek and disappear. Follow the spotlight and do the same thing once
more. Keep it up - The Lady mixes things up by throwing in some juke moves to
trick you, but keep that mirror fixated on her.
Blind her five or six times and she'll be fully incapacitated. With her face
down on the ground, creep towards her. Someone's getting hungry again...
Watch the following scenes, then strut down the hallway, through the door,
and up the staircase. That's a wrap! Great game... definitely ambiguous at
most times, but nonetheless an enjoyable one.
TIP: The gameplay officially ends when you go through the open door and up
the staircase. You know, for speedrun purposes. This is where the timer
should stop.
______________________________________________________________________________
==============================================================================
[4] COLLECTIBLES [0400]
==============================================================================
There are two types of collectibles found under the deep in The Maw. During
your travels you will come across fragile geisha statues that can be broken
with a simple throw. Finding the statues is not enough; you must pick up and
throw them until they shatter.
Second, cute little creatures are found inhabiting the maritime vessel. These
small friendlies with pyramid-shaped heads are called Nomes. Nomes are
skittish in nature and will run away when confronted, but will hide when
cornered. Approaching a Nome and hugging it with R2 will "collect them".
.============================================================================.
| NOMES [0401] |
'============================================================================'
.------------.
| The Prison |----------------------------------------------------------------
'------------'
1st Nome
--------
In the room with the refrigerator. Opening the door causes the Nome to scurry
through a small hole in the wall. Follow it into a secluded closet and give
it a big hug.
2nd Nome
--------
Found in the first searchlight area. Navigate to the right side of the room.
Climb up the cages to reach the top of the cabinet stack, then follow the
tops of the filing cabinets to the right wall. A Nome inside a cage runs to
the right, so drop down and enter the cage to reach a tiny storage room. Now
you can give the Nome a hug.
3rd Nome
--------
Found to the left of the office after shutting down the power a second time.
It needs to first be freed from its cage and will run back into the office
after you do so. Look for the Nome hiding between the wall and the filing
cabinets.
.----------.
| The Lair |------------------------------------------------------------------
'----------'
1st Nome
--------
Found on the second floor of the stairwell at the start of the chapter. Scare
the Nome out from under the desk, then open the closet door on the right.
There is a hidden door inside the closet that opens by triggering a floor
switch (the tile with the black stain). Pull the chair onto the switch to
open the door, then enter the secret closet doorway.
You wind up inside a control room. Look behind the panel to find the Nome,
who runs away again. Follow it to the stairwell and up to the third floor,
where is stays and hides behind some boxes. Approach it for a friendly hug.
2nd Nome
--------
After escaping from The Janitor in his workshop and dropping down the hatch
door, go through the vents until you reach a lantern. Climb the hidden
ladder to the right of the lantern and follow the Nome into its little hiding
spot, then give it a hug.
3rd Nome
--------
This Nome is located in The Janitor's study after making it through the
clock-filled room. Crawl under the desk on the far right side to scare it
out of hiding, then head back left and hug the Nome crouched behind the giant
stack of books.
.-------------.
| The Kitchen |---------------------------------------------------------------
'-------------'
1st Nome
--------
The first Nome is running around in the bathroom above the kitchen. It first
runs out when you enter the bathroom, so follow it down the hall into the
bedroom. Once the second chef wakes up and leaves the room, return to the
bathroom to find the Nome next to the toilets.
2nd Nome
--------
After claiming the key from the chef's bedroom and taking the elevator back
down, return to the pantry. You'll near the sounds of a Nome hiding inside of
a jar. Pick up the jar and throw it several times until it breaks, then give
the little thing a hug. Just be careful during all this, because your antics
may cause the chef to investigate the pantry.
3rd Nome
--------
Upon entering the room with the meat grinder, turn on your lighter and check
underneath the table to find the Nome just sitting there. No chasing
required!
.----------------.
| The Guest Area |------------------------------------------------------------
'----------------'
1st Nome
--------
This Nome is technically found at the very end of Chapter 3 (The Kitchen) and
cannot be accessed by selecting "The Guest Area" in the chapter selection
screen. So if you missed it the first time around, you have to replay all of
Chapter 3 over again in order to reach this point.
After escaping from The Twin Chefs via the hooks, drop down on the large
metal pipe and crawl through the hole in the wall on your left. You'll
stumble upon a Nome and a lantern in a little hidden compartment.
2nd Nome
--------
Found in the bar area sort of near the start of the chapter. Walk under the
bar stools and follow the Nome as it runs through a small hole. Push the
stool out of the way to access the hole and hug the cornered critter.
3rd Nome
--------
After escaping from the chef and riding the elevator up, squeeze between the
two sliding doors on the left. Inside this room is a Nome standing next to a
sleeping guest. Tiptoe up to the Nome and quietly hug him.
4th Nome
--------
The final Nome is unmissable and you "hug" him during the chapter's hunger
sequence.
.============================================================================.
| STATUES [0402] |
'============================================================================'
.------------.
| The Prison |----------------------------------------------------------------
'------------'
1st Statue
----------
Found near the beginning of the game, after exiting the ventilation duct. Go
up the stairs and walk down the dark hall, then investigate the back alcove
at the top (near the crates and broom) to locate the statue.
2nd Statue
----------
On the upper level of the first searchlight area, enter the bedroom on the
far left to spot the statue lying in the corner.
.----------.
| The Lair |------------------------------------------------------------------
'----------'
1st Statue
----------
Located in the small living quarters at the top of the stairwell. Drag the
suitcase under the switch so you can reach it and pull out the fold up
mattress. Use the mattress to reach the top of the dresser and go across the
dressers to the left corner of the room. Jump up to the shelf with the toilet
paper to find a geisha statue behind the rolls.
2nd Statue
----------
Found in the toy room, when stuck underneath the floorboards. Go to the right
side of the area and search the background (with your lighter on of course)
to find the statue tucked away.
.-------------.
| The Kitchen |---------------------------------------------------------------
'-------------'
1st Statue
----------
After eating the rat and regaining your energy, proceed to the right until
you come to a set of double doors. From here, turn back around and look for a
hole in the ground near the large bins. Drop down to enter a geisha-inspired
shrine containing a geisha statue.
2nd Statue
----------
This statue is located in the fridge above the meat grinder. Ride the lift
into the fridge, then run and jump towards the open hatch on the right wall.
You'll be brought into a room with some cooling fans - check behind the front
fan near the lantern.
.----------------.
| The Guest Area |------------------------------------------------------------
'----------------'
1st Statue
----------
Once you reach the elevator room, one of the evil chefs emerges from the
elevator and chases you into a bathroom. Once he leaves, take the metal can
and throw it at the mirror. Climb through and up to the pipes near the
ceiling, then follow the pipes back towards the elevator. Drop down on the
stack of boxes and throw the statue onto the ground.
2nd Statue
----------
The final statue is at the very end of the chapter, upon witnessing The Lady
enter the elevator. Inspect the left side of the room to find the statue at
a dead end.
.---------------------.
| The Lady's Quarters |-------------------------------------------------------
'---------------------'
1st Statue
----------
The final geisha statues lies on the dresser in front of the broken mirror
The Lady is gazing into. Enter her bedroom and break the vase to get her to
leave (and to find the key), then climb onto the dresser to reach the statue.
______________________________________________________________________________
==============================================================================
[5] TROPHIES [0500]
==============================================================================
.============================================================================.
| BRONZE TROPHIES |
'============================================================================'
.---------.
| Elusive |-------------------------------------------------------------------
'---------'
Hey sneaky rat, how do you keep slipping away?
- There seems to be some debate on what the criteria for unlocking this
Trophy is. It certainly has something to do with the game's enemies and
escaping their grasp in cat-and-mouse situations. Some reports state that
you have to *just barely* escape from an enemy when it's grabbing at you,
and other reports suggest that you must escape from enemies six times.
Either way, I unlocked this at the start of Chapter 4 (The Guest Area) on
my first playthrough.
There is a checkpoint very early in the level when you are first attacked
by an aggressive guest. As he stumbles from the table, dawdle around and
jump as he tries to grab you (the save icon should appear). As he chases
you to the next room, stay close and bait him into lunging at you so you
can escape. If you haven't gotten it by the end of the sequence, reload the
checkpoint and keep trying.
.---------------.
| Highly Sprung |-------------------------------------------------------------
'---------------'
You'd jump even higher if you knew what slept there!
- You come across a number of beds from beginning to end. Simply climb up on
a bed and jump up and down until the Trophy pops. I'm not sure what beds
are eligible for this Trophy, because I tried it on the bed in the
searchlight area in The Prison and it did not unlock. To save yourself the
potential headache, just unlock it using the bed found at the very start of
the game.
.--------------------.
| Light Up Your Life |--------------------------------------------------------
'--------------------'
Not all lights can be trusted, but these should be quite safe!
- There are numerous lanterns and candles in The Maw that you can light using
your trusty lighter. You don't have to light every single one in the game;
lighting the majority of them will suffice. There are roughly 22-23 of them
in the game, and I got the Trophy after lighting around 20 of them.
Nevertheless, the walkthrough covers enough of 'em required for the Trophy.
.--------------------.
| Little Lost Things |--------------------------------------------------------
'--------------------'
Kindness will be your undoing!
- This is achieved by finding and hugging all of the Nomes (13) in the game.
Remember that you must HUG them - encountering them is not enough. The
final Nome is story based and I actually got the Trophy when I hugged the
one prior. Check the walkthrough and Section 4 for more details.
.--------.
| Rascal |--------------------------------------------------------------------
'--------'
Little vandal, little beast, The Maw will punish you at the feast.
- This is unlocked by finding and breaking all of the geisha statues (10) in
the game. Sometimes it'll take more than one throw to break a statue. Check
the walkthrough and Section 4 for more details.
.----------------.
| The Guest Area |------------------------------------------------------------
'----------------'
Little fox among hungry wolves!
- Complete Chapter 4 (The Guest Area) to unlock this Trophy.
.-------------.
| The Kitchen |---------------------------------------------------------------
'-------------'
The Chefs will miss you!
- Complete Chapter 3 (The Kitchen) to unlock this Trophy.
.---------------------.
| The Lady's Quarters |-------------------------------------------------------
'---------------------'
A storm is coming. That coat should come in useful.
- Complete Chapter 5 (The Lady's Quarters) to unlock this Trophy.
.----------.
| The Lair |------------------------------------------------------------------
'----------'
Little lost things sometimes find their way home.
- Complete Chapter 2 (The Lair) to unlock this Trophy.
.------------.
| The Prison |----------------------------------------------------------------
'------------'
Look how the canary has flown its cage!
- Complete Chapter 1 (The Prison) to unlock this Trophy.
.============================================================================.
| SILVER TROPHIES |
'============================================================================'
.--------------.
| Kitchen Hand |--------------------------------------------------------------
'--------------'
The recipe is complete, the feast will be divine.
- The vague descriptions don't offer much help, but this Trophy requires you
to throw 3 food items in the pot of boiling water in the first kitchen (in
"The Kitchen"). When you first arrive in the pantry, there will be some
veggies on the ground and shelves. Move into the next room past the chef,
then into the large kitchen. In the back of the room near the middle is a
large black pot over the flame. This is the aforementioned pot.
All you need to do is carry three food items, one by one, to the pot and
chuck it in... all while avoiding the psycho chef. Now it takes a bit of
patience due to the lurking chef and the fact that the game's throwing
mechanics are not very good.
It doesn't matter what items you choose so long as it is food of some sort.
There are carrots and turnips in the pantry, a fish head under the table
near the pot, a block of cheese on top of a crate next to the fish head,
some bread and more fish pieces up in the rafters (also the chef sometimes
carries around a sausage that you can get him to drop on the ground). Pick
any three and create your own lovely concoction. Needless to say, you need
to get all three in one go without getting captured.
.------------.
| Six's Song |----------------------------------------------------------------
'------------'
So many keys, yet none to unlock your cage!
- During Chapter 2 (The Lair), you come across a hanging piano in The
Janitor's study (near the end of the chapter). Jump onto the piano, then
run lengthwise down the keys until you get the Trophy.
.============================================================================.
| GOLD TROPHIES |
'============================================================================'
.------------------.
| Hard to the Core |----------------------------------------------------------
'------------------'
What's different about you? Why are you so brave?
- Now this is the one Trophy to rule them all. Most of the other ones were
freebies, but this Trophy requires you to beat the game in under 1 hour AND
without dying! Truly a hardcore speedrun, although with enough practice it
isn't as infuriating as it may sound on paper.
For starters, make sure to get enough practice by beating the game several
times. Do some dry runs! Also make use of the chapter select menu if you
want to replay specific chapters that you may find difficult or that you
want to memorize better. Know what rooms you can skip over and obviously
ignore any collectibles you come across. Other tips:
1. You should not have to, but if you get stuck you can restart a
checkpoint - it won't count as a death (but obviously adds time to your
run).
2. Sprint when you can. At times, jump while sprinting but do not abuse
this method because it tires you out and becomes detrimental. Note: I am
not suggesting to sprint at all times, because there are some sneaking
sections and tricky platforming spots where sprinting is not advised.
With enough practice, exercising proper judgement should be enough.
Nothing like falling off a walkway in Chapter 4 to screw things up...
3. Know when you run past enemies and when to sneak. Sometimes you can
sprint past them without catching, and other times running and hiding
wastes more time than crawling undetected. I provided some tips in the
walkthrough where running is more useful than sneaking, but you'll find
others during your travels.
4. There is some wiggle room with this Trophy. Even if you think you have a
slow run but haven't died, follow through and finish it anyways. I have
seen people get the Trophy at around 1:03:00, so those extra couple
minutes may not matter in the end.
______________________________________________________________________________
==============================================================================
[6] THANKS/CREDITS [0600]
==============================================================================
Of course, this guide couldn't have been made without some extra help. Here is
a shoutout to everyone who made this FAQ possible:
CJayC: For being an awesome host of an awesome site.
Eternal Czar Smapdi: For being the best co-author anyone could have, and for
being yourself.
FESBians: Because you're cool.
You: For reading this FAQ.
------------------------------------------------------------------------------
LEGAL
------------------------------------------------------------------------------
This document is copyright (c) DomZ Ninja 2017.
This document may be found on the following sites:
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* IGN - http://faqs.ign.com
* Super Cheats - http://www.supercheats.com
* Neoseeker - http://www.neoseeker.com
* HonestGamers - http://www.honestgamers.com
The latest update of this document can always be found on GameFAQs.
Other sites may use this document, but only with my permission. If you see
this document on a website not listed above, please email me. Do not edit or
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If you have any questions, comments, or anything that you would like to add to
this guide, then feel free to email me. My email address is found at the top
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this FAQ, then please recommend it to others by clicking the "recommend"
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http://www.gamefaqs.com/features/recognition/52173.html
"Daddy says I'm no good for you, but the flowers aint for him. Your mother
says I'm so good for you, now I see where you get it."
- Kaleem Taylor
______________________________________________________________________________
END OF DOCUMENT